Wednesday, 31 October 2012

Plane Third Thumbnails

Plane designs third pass. Player on the left and enemy on the right.


Okay, after talking over these designs with my peers the feedback was; The plane design is good but their not seeing the "dog element our game. It was subjected that I need to incorporate the playing in the plane. One idea that a really like was to make the bobble headed, which fits in with the style of the game and would also make then easily recognisable to the player.

Tuesday, 30 October 2012

Monday, 29 October 2012

Double Bounce Walk

For my next animation I wanted to try a double bonce was.
John K Animation Blog
I was looking at John K's animation blog as I feel he enplanes the double bounce walk cycle very well.

"In a normal walk a character goes up and down once each time he takes a step. Usually when you step, your leg bends DOWN to take the weight then it pushes UP on the way to the next step. There are endless variations of this, but that's the concept.
In a double bounce walk, you go up and down twice in each step.
Not only do you go down as your foot contacts the ground, you go down again in the middle of the step.
WHY??? A double bounce step is musical. It's like a dance. It's fun. It's in lots of 30s cartoons. Porky Pig in Clampet's cartoons always walks double bounce. It shows that he's youthful and full of pep. It also conveys innocence."

Friday, 26 October 2012

Initial Concepts


My initial Idea for these character is a robot that would serve as a core troop for an army of mechs and robots.


Thursday, 25 October 2012

Plane Second Thumbnails

Plane second pass.


After talking it over with the module supervisors it was pointed out that I am perhaps thinking a little too abstract with my designs and that the planes need to be readily identifiable as plane. As it is a game this art is for the player need to know what they are looking at and fast. So all the the planes (although being cartoon in style) "still need to look like the can fly".

Wednesday, 24 October 2012

Character Second Thumbnails

I've just finished these second passes on the player character as I felt that the design really need some work.


After talking with the boy's from the team we have decided we all like the fist one. It's quite cliché but we like the charm in that as we're going for a mock, dog, English stereotype pilot.

Monday, 22 October 2012

Friday, 19 October 2012

Low Poly Robot


The first challenge I have set myself is to build a hard surface, low polygon model suitable for use in RTS (Real Time Strategy Games).

This model has to be low poly so that large numbers of the unit could be fielded at any given time. In order to achieve this I have set the maximum allowed polygon limit to 500 Tris.

I now have to come up with a design that will be suitable to be modelled and serve as an armed combat unit that would not only be unique but also be believable as a functional character.

Thursday, 18 October 2012

Plane Thumbnails

Here is the first interactions of the plane designs for the game. Personally, I like the shapes of one and two but there's still a long way to go with these designs.


Wednesday, 17 October 2012

Character Thumbnails

So, I began developing the games concept by starting with the character designs. I like to do this because I find it easier to to create a setting once a basic blue print of my characters are established. Also, I have only been given the task of creating and animating the games characters. Abhishek will design and create the games environment.


After discussion with the team it's been decided that the designs of two and three are most appropriate for the player character. Both look strong but because of their spherical from give the impression of goodness and being none threatening.
Designs seven and nine were selected for the enemies, their tall/pointy looks is what we liked.

Tuesday, 16 October 2012

Rhino Run

This video show how a heavy four legged animal would run, the weight looks bounced with a lot of effort for step to step.

Monday, 15 October 2012

Bull_Rig

So for my 4 legged rig I can across this nice rig that I'd like to use instead of my initial horse idea.
He's like a cross between a hippo and an elephant, as you can see his rig and polygon count are suitable for a games engine.

Here is my walk-cycle plan, it's more or less the same movement as the horse but I wan to give the feeling of bulk like a rhino.

Tuesday, 9 October 2012

Game Mock-up

So last week I found out that I would be working on a 2D side scrolling shooter game on the Android platform. The game involves players battling enemy planes and dodge enemy bullets while trying to destroy ground anti-air guns. The concept for the art style is creating a world in which dogs do battle in aircraft.

So I was ask to do a mock-up of how I think the game might look.


Movement of the Horse


Monday, 8 October 2012

Quadruped Walk Cycle

For my first animation cycle I am interest in quadrupedal locomotion. I'm looking into different animal movements.
After seen the Disney animation Brave the thing the resonated with me to most was the scene where the movies protagonist Mérida aggressively rides her house Angus through the forest. I really like the animation of Angus, the weight of his movement, the trust and power of his run.
So, I did this study as I wanted to look a the muscles behind the horses movement. It's easy to see where a horses power and speed come from when you see the huge upper leg muscles exposed.
Some sketches of horses in motion.


Friday, 5 October 2012

Low Polygon Modelling And Textures

To begin this model I started researching into 3D character modelling for the current generation for games hardware. I’m looking at a Gnomon Workshop DVD Character Modelling for Next-Gen Games - Modelling and sculpting with Richard Smith.

Notes

Lecture 1

  • Program used in Tutorial is predominantly Zbrush (Richard believes that Zbrush is the powerful tool available at this current time).
  • The target for his low poly game model is 7000 tris which has he states is suitable for a current gen game.
  • Starting point is a rough character sketch which is very much "Still a work in progress. The image should tell where stuff is and how it fits together.
  • Gathering reference material, photo ref of the fabric materials that to character is wearing. However, Richard adds reference should be added to and changed by the artist in order to make it fit the sculpt.
  • The modelling begins with a basic block out mesh to use as a guide showing where things are when it comes to creating clothing.
  • Roughing out the machete allows for the anatomy to work to be done at the beginning. This is mostly for the proportion and the fine details aren't important as he will be sculpting over them.
  • The transpose tool is used to alter the pose of the rough machete in order to make it more dynamic
  • Richard prefers to sculpt His models in a relaxed pose with the arms away from the body but not in the T pose as it can look strange when you animator the arms down by the sides due to the shoulders being in such an extreme position.

Low Polygon Modelling And Textures

What I want to get out of this module.

It is my intention that by taking this model I can expand and develop my existing 3D modelling skill. I hope to gain a more in-depth understanding of the processes behind the creation of low polygon 3D models. As 3D for games is the field I am most interested in, it is important that I am aware of the restraints and challenges of working with in a low polygon budget. The endgame after completion of this module is that I will be better equipped to pursue a career as a 3D modeller with in the games industry.

Thursday, 4 October 2012

Computer Game Development Project

Today was the first day of my main project for this semester, I got to meet the other two members of my team (Team SUBTLE CRY) and get rap my head around our brief. The design document I received from my team is as follow's;


Design Document for:

DOG FIGHT

One Liner, i.e. The Ultimate Aircraft Game

“Something funny here!”™

All work Copyright ©1999 by Your Company Name

Written by designer

Version # 1.00

Thursday, October 04, 2012
Table of Contents

NAME OF GAME 1
DESIGN HISTORY 5
VERSION 1.10 5
VERSION 2.00 5
VERSION 2.10 5
GAME OVERVIEW 6
PHILOSOPHY 6
Philosophical point #1 6
COMMON QUESTIONS 6
What is the game? 6
Why create this game? 6
Where does the game take place? 6
What do I control? 6
How many characters do I control? 6
What is the main focus? 6
What’s different? 7
FEATURE SET 8
GENERAL FEATURES 8
MULTI-PLAYER FEATURES 8
EDITOR 8
GAME PLAY 8
THE GAME WORLD 9
OVERVIEW 9
WORLD FEATURE #1 9
WORLD FEATURE #2 9
RENDERING SYSTEM 10
Overview 10
2D/3D Rendering 10
CAMERA 10
Overview 10
Camera Detail #1 10
Camera Detail #2 10
GAME ENGINE 10
Overview 10
Game Engine Detail #1 10
Water 10
Collision Detection 10
THE WORLD LAYOUT 12
OVERVIEW 12
WORLD LAYOUT DETAIL #1 12
WORLD LAYOUT DETAIL #2 12
GAME CHARACTERS 13
OVERVIEW 13
CREATING A CHARACTER 13
ENEMIES AND MONSTERS 13
USER INTERFACE 14
OVERVIEW 14
USER INTERFACE DETAIL #1 14
USER INTERFACE DETAIL #2 14
WEAPONS 15
OVERVIEW 15
WEAPONS DETAILS #1 15
WEAPONS DETAILS #2 15
MUSICAL SCORES AND SOUND EFFECTS 16
OVERVIEW 16
RED BOOK AUDIO 16
3D SOUND 16
SOUND DESIGN 16
SINGLE PLAYER GAME 17
OVERVIEW 17
SINGLE PLAYER GAME DETAIL #1 17
SINGLE PLAYER GAME DETAIL #2 17
STORY 17
HOURS OF GAME-PLAY 17
VICTORY CONDITIONS 17
CHARACTER RENDERING 19
OVERVIEW 19
CHARACTER RENDERING DETAIL #1 19
CHARACTER RENDERING DETAIL #2 19
EXTRA MISCELLANEOUS STUFF 21
OVERVIEW 21
JUNK I AM WORKING ON… 21


Design History

The game is about the world which is controlled by the dogs instead of humans. But has the similar problems like human e.g. war. Now the game depicts a war scene i.e. the world war .And now the hero of the game, the aircraft pilots have taken over the scene. The game shows an aircraft pilot (dog) flying over the city in may be F.1 (from 1916) destroying the enemy planes and soldiers (dogs again).

Version 1.10

Version 1.10 includes some tuning and tweaking that I did after making my initial pass at the design.  Here is what I changed.

1. I rewrote the section about what systems the game runs on.
2. I incorporated feedback from the team into all parts of the design however no major changes were made.
3. Just keep listing your changes like this.

Version 2.00

Version 2.00 is the first version of the design where a major revision has been made now that much more is known about the game.  After many hours of design, many decisions have been made.  Most of these large design decisions are now reflected in this document.

Included in the changes are:

1. Pairing down of the design scope. (Scope, not design)
2. More detailed descriptions in many areas, specifically A, B and C.
3. Story details.
4. World layout and design.

Version 2.10

Version 2.10 has several small changes over that of version 2.00.  The key areas are in many of the appendixes.

Included in the changes are:

1. Minor revisions throughout entire document.
2. Added “User Interface Appendix”.
3. Added “Game Object Properties Appendix”.
4. Added concept sketch for world.

Game Overview

Philosophy

The game design

This game is an aerial combat game, in an environment where a dog flying F.1 moves across the city in war fighting through the enemies in sky as well as on the ground. The game design an art is 2d, an it’s a side scroll game, and we basically opted for the dog world since it’s a casual mobile game so to target more of audience a casual cartoon style would be more suited. Fundamentally we are trying to achieve something that has never been achieved before by creating a world of dogs. The also shows an abstract form of city the plane is flying over, and different comic characters (dogs).

Common Questions

What is the game?

Describe the game is a paragraph.  This is the answer to the most common question that you will be asked.  What are you working on?

Why create this game?

Why are you creating this game?  Do you love 3D shooters?  Do you think there is a hole in the market for Jell-O tossing midgets?

Where does the game take place?

Describe the world that your game takes place in.  Simple as that.  Help frame it in the reader’s mind by spending a few sentences on it here.  You can go into lengthy detail later in a section solely dedicated to describing the world.  Remember that we want to keep this part of the design light and readable.

What do I control?

Describe what the player will control.  You will be in charge of a band of rabid mutant fiddle players.  If you want you can switch on the AI and turn it into a fish bowl simulation.

What is the main focus?

Now that we know where the game takes place and what the player controls.  What are they supposed to achieve in this world?  Angry fiddle players take over the U.N. building.  Be careful not to add a bunch of salesmanship here.  Your design wants to stay light and informative.

What’s different?

Tell them what is different from the games that are attempting this in the market right now.  This question comes up a lot.

Feature Set

General Features

Huge world
Mutant fiddle players
3D graphics
32-bit color

Game-play

List stuff here that is key to the game-play experience
List a lot of stuff here
Hey, if you got nothing here, is this game worth doing?

The Game World

Overview

Provide an overview to the game world.

World Feature #1

This section is not supposed to be called world feature #1 but is supposed to be titled with some major thing about the world.  This is where you break down what is so great about the game world into component pieces and describe each one.

World Feature #2

Same thing here.  Don’t sell too hard.  These features should be awesome and be selling the game on its own.

Rendering System

Overview

Give an overview of how your game will be rendered and then go into detail in the following paragraphs.

2D/3D Rendering

Describe what sort of 2D/3D rendering engine will be used.

Camera

Overview

Describe the way the camera will work and then go into details if the camera is very complicated in sub sections.

Camera Detail #1

The camera will move around like this and that.

Camera Detail #2

The camera will sometimes move like this in this special circumstance.

Game Engine

Overview

Describe the game engine in general.

Game Engine Detail #1

The game engine will keep track of everything in the world like such and such.

Water

There will be water in the world that looks awesome and our game engine will handle it beautifully.

Collision Detection

Our game engine handles collision detection really well.  It uses the such and such technique and will be quite excellent.  Can you see I am having a hard time making up stupid placeholder text here?


The World Layout

Overview

Provide an overview here.

World Layout Detail #1
World Layout Detail #2


Game Characters

Overview

Over of what your characters are.

Creating a Character

How you create or personalize your character.

Enemies and Monsters

Describe enemies or monsters in the world or whomever the player is trying to defeat.  Naturally this depends heavily on your game idea but generally games are about trying to kill something.

User Interface

Overview

Provide some sort of an overview to your interface and same as all the previous sections, break down the components of the UI below.

User Interface Detail #1
User Interface Detail #2


Weapons

Overview

Overview of weapons used in game.

Weapons Details #1
Weapons Details #2



Musical Scores and Sound Effects

Overview

This should probably be broken down into two sections but I think you get the point.

Red Book Audio

If you are using Red Book then describe what your plan is here.  If not, what are you using?

3D Sound

Talk about what sort of sound APIs you are going to use or not use as the case may be.

Sound Design

Take a shot at what you are going to do for sound design at this early stage.  Hey, good to let your reader know what you are thinking.

Single-Player Game

Overview

Describe the single-player game experience in a few sentences.
Here is a breakdown of the key components of the single player game.

Single Player Game Detail #1
Single Player Game Detail #2

Story

Describe your story idea here and then refer them to an appendix or separate document which provides all the details on the story if it is really big.

Hours of Game-play

Talk about how long the single-player game experience is supposed to last or what your thoughts are at this point.

Victory Conditions

How does the player win the single-player game?

Character Rendering

Overview

Provide an overview as to how your characters will be rendered.  You may have decided to include this elsewhere or break it out to provide more detail to a specific reader.

Character Rendering Detail #1
Character Rendering Detail #2


Extra Miscellaneous Stuff

Overview

Drop anything you are working on and don’t have a good home for here.

Junk I am working on…

Crazy idea #1
Crazy idea #2

Monday, 1 October 2012

3D Character Animation

First day of my masters and my first class in animation. :D

The purpose of this module is to create several animations (minimum of four) which can be compiled into an animation show reel.

The first task we have been given is to create a few game animation walk cycles. I have chosen to the walk rock climbing and walk cycle animations.

So, I'll begin with a little bit of back ground research. Here are some in game animations that stuck out in my mind;

Assasans Creed - Has some fantastic climbing machinics.
Uncharted 2 - Has a great big of climbing in the opening where Drake had to scale a train that has derailed over a cliff face. I love the weight in the way Drake climbs, the transfer of energy in his jumping is something I will be looking to emulate.
Rock climbers - How people climb in reality.